refactor(fight/effect): 重构伤害处理逻辑,统一使用DamageZone管理伤害值并优化Effect接口,移除过时方法
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@@ -20,18 +20,19 @@ type Input struct {
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*info.AttackValue
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FightC common.FightI
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// info.BattleActionI
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Effects *utils.OrderedMap[int, Effect] //effects 实际上全局就是effect无限回合 //effects容器 技能的
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//Damage decimal.Decimal //造成伤害
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First bool //是否先手
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Effects *utils.OrderedMap[int, Effect] //effects 实际上全局就是effect无限回合 //effects容器 技能的
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DamageZone map[info.EnumCategory]int //伤害容器
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First bool //是否先手
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}
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func NewInput(c common.FightI, p common.PlayerI) *Input {
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ret := &Input{FightC: c, Player: p}
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ret.Effects = utils.NewOrderedMap[int, Effect]()
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t := Geteffect(EffectType.Damage, 0)
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t.Effect.SetArgs(ret)
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ret.AddEffect(t) //添加默认基类,实现继承
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p.SetFightC(c) //给玩家设置战斗容器
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ret.DamageZone = make(map[info.EnumCategory]int)
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// t := Geteffect(EffectType.Damage, 0)
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// t.Effect.SetArgs(ret)
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// ret.AddEffect(t) //添加默认基类,实现继承
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p.SetFightC(c) //给玩家设置战斗容器
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return ret
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